Kes

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@aston00 I think you are going to have to give some detailed attention to your shadows.

The shadows for the two big turrets at the town entrance are inconsistent. The one on the right goes at approx. 45 degrees and is roughly the shape of the turret itself - though I would expect it to fall on the top of the wall, not just the elevation. The one on the left has a much sharper angle, as if the light source were almost directly in front of it, and has a weird shape which I can't match to anything.

The building behind the left turret - given all the general clues about where the light source is (i.e. somewhere around the bottom left corner), there is no logical reason why the side elevation of the building is in such deep shadow. It doesn't match any of the others.

The large turret at the back on the left - its shadow should fall on the awning of the stall. However, a bigger problem is the way that it stops half way up the wall. The only way it can do that is if the tower is not attached to the wall, but is some distance away, which is what it currently looks like. It's logic should be the same as that of the right hand front turret.

The statues have no shadows, and if everything else in sight does, then so should they. The little flat-angled roof over on the right is throwing no shadow, but that building has a bigger problem. Starting from the right edge there is a significant width of top city wall. That flat-angled turret simply cannot start at the same place where that city wall ends, and be behind it, as it is at the moment. Physically impossible.

Building bottom right corner. All shadows extend beyond the building, falling in a NW direction, except this one which is not extending at all, so it looks like the light source is from a different direction than for the other buildings.

Raith is absolutely right - that inn has got to move.
 

cthulhusquid

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A "secret" room in The Cube Trail. This is inside a big church like structure, which leads to a crypt underneath full of festering evil that needs to be destroyed. The skeletons standing up are monks who've been dead for a very long time, and is supposed to be like the dead monks you can see in Italy.

Screenshot (461).png

1595480447556.png
 

KakonComp

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Been spending time mapping using the FES Resource Pack, whose style is indeed quite charming.
Have little to no experience making a snowy village, so of course I tried to make one:
Snowland.png
 

Kes

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@KakonComp That's a good beginning. If I could make a suggestion, it would be to make it a bit more scruffy. Everything is so pristine.
So, for example, when people walk around in a snowy environment, their boots leave little clumps of snow on the path. ATM that path looks like it's been cleaned by a very efficient robot. Except, strangely, the bridges, which surely would be cleared as they would be dangerous otherwise. Also the clear area stops before the doorways - but people would have walked from the path into their houses, so that should be bare.
It is inevitable that people (or at least children) will walk on the snow, not only the path, so I would expect footprints and little bare patches. And certainly footprints on the bridges if you do leave the snow there.
The snow (or lack of it) on the roofs is perfect. Could you do a minor edit and add the odd bit of snow to the clear roofs (and why are they clear?) and knock off bits on the other roofs? Another bit of perfection is the snow on the well. If that well is in use, then it would either be clear of snow on the upper edge, or at least have significant gaps in it.

@orange~ You have an interesting map, with some very nice tiles in it, and well arranged - from what I can see. And that is the problem. I get that you want a dark atmosphere, but I think from the player's POV it's probably a bit too obscure. Also, not everyone has a high end screen, and the map could look even darker on a lower spec. I'd lighten it up a bit. It doesn't have to be a massive increase, but I do think it needs to be a bit lighter than it is now.
 

KakonComp

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@Kes some of those are because of the tileset used doesn't have options to make igloo roofs partly covered, it's all or nothing. Same with the well and bridge, although if the very efficient robot isn't afraid of water, it could clear all the snow from the bridge too.

It is doable though with some edits, which I am capable of doing; thanks for giving me stuff to think about as it didn't even cross my mind in that much detail while I was making the map.

Here is what is easily changeable using the map editor:
Snowfix.png
Less pristine road, but using the power of shift, homes have better walkways.
 

orange~

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@Kes yeah I checked the screen on my cellphone and it looked pretty dark. I'll see what I can do about it. At the very least there will probably be more light sources in this map so that alone will brighten things up. Thanks for pointing that out! It's crazy how big differences there can be between different monitors/screens.
 

Kes

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@slimmmeiske2 That map is charming, nice layout, with variety of buildings without any of them being incongruously different.

Just a few small things.
I can only see one chimney in the whole town. How do the other houses keep warm?
The clearing top right corner feels a bit too tight for the house. I think the occupant would have cleared a few more trees on the right side so that the branches don't almost touch the roof.
I would expect to see some sort of, perhaps patchy, path leading up to the windmills, as I assume that the occupant of the house (the mill owner?) would go there and so would have worn down the grass a bit.
 

Kes

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@TKarver13 Nice beginning, but see my post #785 (a few above this one) on the subject of 'pristine' and the paths to the doorways. The reply immediately below mine shows how the doorways should be done.
 

Catog

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Hi all,

Doing some UI work for my game, and I'm a little unconfident in my UI creation skills. Would seriously appreciate the help of someone more artistically inclined to let me know where I can improve and what I'm doing right/wrong.

UI New.PNG
 

ShadowDragon

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the UI looks good, but the choice is yours, it depends on the game and mechanic.
if you see it fit, use it, if you say, I want it a bit different, play around.

there are many ways to create an UI, but from this look its really nice.
 

Aerosys

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2 very small things, they are just my opinion so you don't have to apply them:

- I see that the box of Drakul is "active" as its pushed a little bit to the left. But I needed some seconds (which is quite long) to realize that, as the left side is diagonal and creates some straight line with the box from Owst. I would move it some more pixels to the left and highlight its background-color a little bit. Maybe some subtle flashing like in Default RPG Maker. Be careful, it could irritate the Player that he thinks he could click on this UI widget.

- Maybe add a border around the 4 menu items in the bottom left, so it's easier to see that these 4 items are connected.

In the end, I look at your screenshot, not how everything works in the game. Animations can cause a lot, so the points I mentioned do not apply anymore.
 

Trihan

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One thing to keep in mind when designing UI is that the elements should complement each other to make it as easy as possible for your player to get the information they need from it. And generally their focus is going to be on the action and the characters because that's the fun part.

Right now, you have the turn order at the top, the action names on the far left, and the actor status at the bottom right. That means that your eyes are always going to be darting all over the place to find pertinent information.

That's not necessarily *bad* design, but can be an issue to keep in mind when considering where to position things.
 

Mitchi

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@Catog
Hello :)

(Long time no post here)

Here are some small details you could fix to improve your UI:

Focus hierarchy
You'd want your players to clearly see more of the Commands menu. The menu texts should be the most visible and readable, followed by the actor bars, then lastly the turn bar. This is what @Trihan is pointing out.

To easily fix this, swap the font sizes of the commands (Electrocute, Magic Missile, Ignite, Item) with the turn bar ones (Current, Next Turn). Make sure to adjust the size of the icons and selection, too. They should look more connected to one another as well, as @V_Aero suggested.

Margin consistency
The commands menu is placed too far on the left edge. I suggest making its `x` offset exactly the same to the margin between the right edge and the actor status bars.

You may also want to add top and bottom margins to the turn and actor bars, respectively, so they don't stick too much to the edges of the screen. Again, they should share the same margin value, if you decide to add them.

Other opinionated suggestions and nitpicks
- Match the shadows for all battlers. The purple monster has a darkest shadow, and the pink ones have none. Do the pink ones float? In any case, prefer to choose just one shadow style for all, as much as possible.

- Make the selected command's text bolder (In this case, Electrocute) for more emphasis.

- Adjust the `x` offset of the turn bar more to the right to put the diamond shape (where the current battler is) at the center of the screen. This way, it's more natural for the audience to put their focus on it.

- Move Drakul's bar (or whichever actor has the turn) more to the left. The bottom left point of Owst's bar and the top left point of Drakul's bar should meet. Also, while you are at it, apply the yellow glowing outline you did for the turn bar to Drakul's bar, but make it less apparent. This will make it look more emphasized and more cohesive with the whole UI.

- This looks already fine but... the icon for the `Item` command is blue, but the text is white. Is this intended?

Moving forward, consistency is key. Keep it up, and good luck with your game! :)
 
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slimmmeiske2

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@Catog I merged your thread with Game & Map Screenshots.

@Kes Yeah, I put that chimney on and then remembered I should probably do the interiors first, so I can see on which sides to put the chimneys on. :aswt: Good points on the paths and treeline up top. I'll edit that a bit further.
 

Kes

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Yeah, I put that chimney on and then remembered I should probably do the interiors first, so I can see on which sides to put the chimneys on.
Haha! I do exactly the same thing!
 

Catog

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Thanks so much for the feedback and advice, guys!! I'll implement the changes and come back with what I've got
 

Avery

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I made a map for a challenge on a german bord, task was to make a map on 5x5 tiles:
minidrache.png
His mommy protected the holy treasure of the goddess of light for a long time, but after many years the evil adventurers got a lucky hit. Baby dragon will need years to grow as big as mommy, but he is already doing his duty.
 

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